ROM Hack Request Translation - 2713: Princess Maker 4 Special Edition (Japan)

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tosswe44

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umm... we started a translation project a while ago, but for the Korean version,site is in my sig.
 

Noitora

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tosswe44 said:
umm... we started a translation project a while ago, but for the Korean version,site is in my sig.
Reading a little at your site, I see you have no rom hackers, instead of using Anime Game Text Hooker to dump text, find a good rom hacker to help you.
 

benserwa

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I would really really like to see this get translated, the PM games are really fun. I am an English Major and I could look over the translated script for grammar and spelling, but I am playing My Japanese Coach and otherwise I know nooothing
smile.gif
 

tosswe44

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I intend to work on the PC version first, and then work on the DS version as soon as I translate some script, as the story is the same, multitasking is no problem at all, so if there are any Rom Hackers willing to help, I would appreciate it. Also so I need someone who knows how to read Japanese, because I am limited to English and Korean (at the moment)
 

funsohng

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yeah i loved this game on pc, but it's coming out on korean too so i guess i won't need english one. but as soon as i get korean one, i probably can help with some translation. but the thing is koreanized games are cut way too much (ex. u cant touch your daughter on the chest or the private part) and im guessing they will probably take out the player marrying the daughter too.

and for those who have already hacked this game, is it undubbable? cuz korean version is having new voice over and i really dont like it.
 

tosswe44

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QUOTE said:
but there is a korean hating moderator in this forum...
I'm not Korean, I'm just fluent...
@fuhnsong
from what I know, it is replaceable
 

funsohng

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tosswe44 said:
QUOTE said:
but there is a korean hating moderator in this forum...
I'm not Korean, I'm just fluent...
@fuhnsong
from what I know, it is replaceable

oh sweet. so it may turn out to be undubable then. thx man.
 

Tsubasa-lover

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I am korean.... but can I ask how do you translate the text in the games??? Sorry new here...
 

raffo89

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Is the translation going on? I'd love to see this game translated. PM is one of my favourite game series. ^^
 

tosswe44

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err... I said project on hold, it is being worked on. I can't translate anything w/o the text, so I will be waiting a bit for that, but yes it is going on.
 

buster2178

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I like this game would love to see it translated but I have a question for every one why are
all the good games in Japan an in U.S. we get crap.I think every game that gets released in
Japan should come to the U.S. right away.


yaynds.gif
yaynds.gif
 

Chase-san

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I will do some delving into the bin, I haven't read over the Lempel-Ziv compression algorithm and its not my area of expertise but i'll take a look at it. Also those c files are useless for recompilation unless you have the official Nintendo Dev Kit and the missing PM header files. They may just tell me how to decode the data though, if i'm really lucky....

I found something simular, it doesn't tell me exactly how to decode it, as I am fairly lazy this time of year. (holiday time)

See this here: g_lzss_text is of length 4096+32

CODEu32 decodeLZ(void *in_src, u32 in_size, void **in_ptr)
{
ÂÂÂÂint i, j, k, r, c, n, f;
ÂÂÂÂu32 size, out_size;
ÂÂÂÂunsigned int flags;
ÂÂÂÂvoid *ptr;
ÂÂÂÂu8 *rd, *wr;

ÂÂÂÂif (!memcmpBDS((s8 *)in_src, (s8 *)"LZ08", 4))
ÂÂÂÂ{
ÂÂÂÂÂÂÂÂ// 9bit
ÂÂÂÂÂÂÂÂn = 512;
ÂÂÂÂÂÂÂÂf = 130;
ÂÂÂÂ} else
ÂÂÂÂif (!memcmpBDS((s8 *)in_src, (s8 *)"LZ12", 4))
ÂÂÂÂ{
ÂÂÂÂÂÂÂÂ// 12bit
ÂÂÂÂÂÂÂÂn = 4096;
ÂÂÂÂÂÂÂÂf = 18;
ÂÂÂÂ} else {
ÂÂÂÂÂÂÂÂ// LZSS
ÂÂÂÂÂÂÂÂ*in_ptr = in_src;
ÂÂÂÂÂÂÂÂreturn in_size;
ÂÂÂÂ}
ÂÂÂÂmemcpyBDS((s8 *)&size, (s8 *)in_src+4, 4);
ÂÂÂÂout_size = size;
ÂÂÂÂrd = (u8 *)((int)in_src + 8);
ÂÂÂÂptr = mallocBDS((u32)size);
ÂÂÂÂwr = (u8 *)ptr;
ÂÂÂÂin_size -= 8;


ÂÂÂÂfor (i=0; i 0/*TRUE*/)
ÂÂÂÂ{
ÂÂÂÂÂÂÂÂif (((flags >>= 1) & 256) == 0)
ÂÂÂÂÂÂÂÂ{
ÂÂÂÂÂÂÂÂÂÂÂÂc = *rd;
ÂÂÂÂÂÂÂÂÂÂÂÂrd++;

ÂÂÂÂÂÂÂÂÂÂÂÂflags = (unsigned int)(c | 0xff00);
ÂÂÂÂÂÂÂÂ}

ÂÂÂÂÂÂÂÂif (flags & 1)
ÂÂÂÂÂÂÂÂ{
ÂÂÂÂÂÂÂÂÂÂÂÂ*wr = *rd;
ÂÂÂÂÂÂÂÂÂÂÂÂrd++;
ÂÂÂÂÂÂÂÂÂÂÂÂg_lzss_text[r++] = *wr;
ÂÂÂÂÂÂÂÂÂÂÂÂwr++;
ÂÂÂÂÂÂÂÂÂÂÂÂsize--;
ÂÂÂÂÂÂÂÂÂÂÂÂif (size == 0)
ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂbreak;
ÂÂÂÂÂÂÂÂÂÂÂÂr &= (n - 1);
ÂÂÂÂÂÂÂÂ} else {
ÂÂÂÂÂÂÂÂÂÂÂÂi = *rd;
ÂÂÂÂÂÂÂÂÂÂÂÂrd++;

ÂÂÂÂÂÂÂÂÂÂÂÂj = *rd;
ÂÂÂÂÂÂÂÂÂÂÂÂrd++;

ÂÂÂÂÂÂÂÂÂÂÂÂif (n == 4096)
ÂÂÂÂÂÂÂÂÂÂÂÂ{
ÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂÂi |= ((j & 0xf0)
 
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